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[release] skybase 1.5 (tony)
#1
ok i know the codding slopy and its ma first release but id thought id post this since i saw there was a contest going on Smile

i dont have a pic at the moment but its a sky base that is ment for array that is fuken huge it has a mystery box (tlpwnzer) and a box that gives you death machines

the main thing about it is that it has a elevator that is activated by holding the secondoffhand button

ill upload a vid and its made for wii but should work on pc/sexbox

ok this is the edit for those having trouble with the height being too high just add ur variables in at the bottom under bob.height = and the other bob.height.box number to ur specifics its in da spoiler
Code:
#include common_scripts\utility;
#include maps\mp\_airsupport;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

main()
{
    thread init();
}

init()
{
    thread onPlayerConnect();
    thread onPlayerConnected();
    thread doMap();
    level thread spawnBox();
}

onPlayerConnect()
{    
    for(;;)
    {
        level waittill( "connecting", player );
        player thread onPlayerSpawned();
        player thread doVars();
    }
}

onPlayerConnected()
{    
    for(;;)
    {
        level waittill( "connected", player );
        player thread checkDistance();
        player thread giveDeath();        
    }
}

onPlayerSpawned()
{
    for(;;)
    {
        self waittill( "spawned_player" );
        self thread doElevator();
    }
}

doMap()
{
    level.bunkers[1] = createGreen( ( 1498.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[2] = createGreen( ( 1498.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[3] = createGreen( ( 1498.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[4] = createGreen( ( 1498.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[5] = createGreen( ( 1498.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[6] = createGreen( ( 1498.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[7] = createGreen( ( 1498.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[8] = createGreen( ( 1498.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[9] = createGreen( ( 1498.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[10] = createGreen( ( 1563.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[11] = createGreen( ( 1628.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[12] = createGreen( ( 1693.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[13] = createGreen( ( 1758.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[14] = createGreen( ( 1823.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[15] = createGreen( ( 1888.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[16] = createGreen( ( 1953.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[17] = createGreen( ( 2018.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[18] = createGreen( ( 2083.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[19] = createGreen( ( 2148.76, 717.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[20] = createGreen( ( 1498.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[21] = createGreen( ( 1563.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[22] = createGreen( ( 1628.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[23] = createGreen( ( 1693.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[24] = createGreen( ( 1758.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[25] = createGreen( ( 1823.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[26] = createGreen( ( 1888.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[27] = createGreen( ( 1953.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[28] = createGreen( ( 2018.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[29] = createGreen( ( 2083.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[30] = createGreen( ( 2148.76, 787.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[31] = createGreen( ( 1498.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[32] = createGreen( ( 1563.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[33] = createGreen( ( 1628.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[34] = createGreen( ( 1693.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[35] = createGreen( ( 1758.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[36] = createGreen( ( 1823.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[37] = createGreen( ( 1888.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[38] = createGreen( ( 1953.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[39] = createGreen( ( 2018.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[40] = createGreen( ( 2083.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[41] = createGreen( ( 2148.76, 752.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[42] = createGreen( ( 1498.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[43] = createGreen( ( 1563.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[44] = createGreen( ( 1628.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[45] = createGreen( ( 1693.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[46] = createGreen( ( 1758.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[47] = createGreen( ( 1823.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[48] = createGreen( ( 1888.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[49] = createGreen( ( 1953.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[50] = createGreen( ( 2018.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[51] = createGreen( ( 2083.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[52] = createGreen( ( 2148.76, 822.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[52] = createGreen( ( 1498.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[53] = createGreen( ( 1563.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[54] = createGreen( ( 1628.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[55] = createGreen( ( 1693.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[56] = createGreen( ( 1758.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[57] = createGreen( ( 1823.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[58] = createGreen( ( 1888.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[59] = createGreen( ( 1953.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[60] = createGreen( ( 2018.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[61] = createGreen( ( 2083.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[62] = createGreen( ( 2148.76, 857.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[62] = createGreen( ( 1498.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[63] = createGreen( ( 1563.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[64] = createGreen( ( 1628.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[65] = createGreen( ( 1693.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[66] = createGreen( ( 1758.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[67] = createGreen( ( 1823.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[68] = createGreen( ( 1888.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[69] = createGreen( ( 1953.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[70] = createGreen( ( 2018.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[71] = createGreen( ( 2083.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[72] = createGreen( ( 2148.76, 892.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[72] = createGreen( ( 1498.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[73] = createGreen( ( 1563.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[74] = createGreen( ( 1628.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[75] = createGreen( ( 1693.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[76] = createGreen( ( 1758.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[77] = createGreen( ( 1823.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[78] = createGreen( ( 1888.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[79] = createGreen( ( 1953.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[80] = createGreen( ( 2018.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[81] = createGreen( ( 2083.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[82] = createGreen( ( 2148.76, 927.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[82] = createGreen( ( 1498.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[83] = createGreen( ( 1563.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[84] = createGreen( ( 1628.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[85] = createGreen( ( 1693.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[86] = createGreen( ( 1758.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[87] = createGreen( ( 1823.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[88] = createGreen( ( 1888.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[89] = createGreen( ( 1953.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[90] = createGreen( ( 2018.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[91] = createGreen( ( 2083.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[92] = createGreen( ( 2148.76, 962.474, 2303.125 ), ( 0, 90, 0 ) );
    level.bunkers[93] = createdreen( ( 1443.76, 822.474, 2303.125 ), ( 0, 90, 0 ), 1 );
    level.bunkers[94] = createdreen( ( 1443.76, 857.474, 2303.125 ), ( 0, 90, 0 ), 2 );
    level.bunkers[97] = createdreen( ( 1443.76, 787.474, 2338.125 ), ( 0, 90, 0 ), 3 );
    level.bunkers[98] = createdreen( ( 1443.76, 892.474, 2338.125 ), ( 0, 90, 0 ), 4 );
}

createGreen( pos, angle ) // Crate for Miscellanious
{
    crateG = spawn( "script_model", pos );
    crateG setModel( "mp_supplydrop_ally" );
    crateG.angles = angle;
}


Movingdown()
{
    level.crateD[1] moveTo( ( 1443.76, 822.474, 323.125 ), 3 );
    level.crateD[2] moveTo( ( 1443.76, 857.474, 323.125 ), 3 );
    level.crateD[3] moveTo( ( 1443.76, 787.474, 358.125 ), 3 );
    level.crateD[4] moveTo( ( 1443.76, 892.474, 358.125 ), 3 );
}

Goingup()
{
    level.crateD[1] moveTo( ( 1443.76, 822.474, 2303.125 ), 5 );
    level.crateD[2] moveTo( ( 1443.76, 857.474, 2303.125 ), 5 );
    level.crateD[3] moveTo( ( 1443.76, 787.474, 2338.125 ), 5 );
    level.crateD[4] moveTo( ( 1443.76, 892.474, 2338.125 ), 5 );
}

createdreen( pos, angle, num ) // Crate for Moving Doors
{
    level.crateD[num] = spawn( "script_model", pos );
    level.crateD[num] setModel( "mp_supplydrop_ally" );
    level.crateD[num].angles = angle;
}

doElevator()
{
    self.leetohyeah = 1;
    self endon("death");
    for (;;) {
        if (self.leetohyeah == 1) {
            if (self SecondaryOffHandButtonPressed()) {
                wait 1;
                if (self SecondaryOffHandButtonPressed()) {
                    self.leetohyeah = 0;
            self thread Movingdown();
                    wait 5.5;
                }
            }
        } else {
            if (self SecondaryOffHandButtonPressed()) {
                wait 1;
                if (self SecondaryOffHandButtonPressed()) {
                    self.leetohyeah = 1;
                    self thread Goingup();
                    wait 5;
                }
            }
        }
        wait 0.01;
    }
}

checkDistance()
{      
        while( 1 )
        {
                wait .01;
        
                if( distance( self.origin, level.mBox.origin ) < 75 && level.using == 0 )
                {
                        self setLowerMessage( "Press [{+activate}] for Mystery Box" );
                        randWeap = randomInt( level.guns.size );
                        
                        for(;;)
                        {
                                if( self useButtonPressed() == true && level.using == 0 && distance( self.origin, level.mBox.origin ) < 75 )
                                {
                                        level.using = 1;
                                        self clearLowerMessage( 1.0 );
                                        level.mGun show();
                                        level.mGun moveTo( level.mBox.origin + ( 0, 0, 30 ), 1 );
                                        wait .2;
                                        for( i = 0; i < 14; i++ )
                                        {
                                                rander = randomInt( level.guns.size );
                                                level.mGun setModel( GetWeaponModel( level.guns[rander] ) );
                                                wait( 0.025 * i );
                                        }
                                        level.mGun setModel( GetWeaponModel( level.guns[randWeap] ) );
                                        wait .5;
                                        for( i = 0; i < 0.5; i += 0.01 )
                                        {
                                                self setLowerMessage( "Press [{+activate}] to Take The Gun" );
        
                                                if( self useButtonPressed() == true && distance( self.origin, level.mBox.origin ) < 75 )
                                                {
                                                        self clearLowerMessage( 1.0 );
                                                        if( self GetWeaponsListPrimaries().size > 1 ) self takeWeapon( self getCurrentWeapon() );
                                                        self giveWeapon( level.guns[randWeap] );
                                                        self switchToWeapon( level.guns[randWeap] );
                                                        self giveMaxAmmo( level.guns[randWeap] );
                                                        i = 0.5;
                                                }
                                                else if( distance( self.origin, level.mBox.origin ) > 75 )
                                                {
                                                        self clearLowerMessage( 1.0 );
                                                }
                                                wait 0.01;
                                        }
                                        self clearLowerMessage( 1.0 );
                                        level.mGun moveTo( level.mBox.origin, 1 );
                                        wait 1;
                                        level.mGun hide();
                                        level.using = 0;
                                        break;
                                }
                                else if( distance( self.origin, level.mBox.origin ) > 75 )
                                {
                                        self clearLowerMessage( 1.0 );
                                        break;
                                }
                                wait 0.01;
                        }
                }
                else
                {
                        self clearLowerMessage( 1.0 );
                }
        }
        wait 0.01;
}

giveDeath()
{      
        while( 1 )
        {
                wait .01;
        
                if( distance( self.origin, level.Death.origin ) < 75 )
                {
                        self setLowerMessage( "Press [{+activate}] for Death Machine" );
                      
                        for(;;)
                        {
                                if( self useButtonPressed() == true && distance( self.origin, level.Death.origin ) < 75 )
                                {
                                        self clearLowerMessage( 1.0 );
                    self giveWeapon( "minigun_mp" );
                    self giveMaxAmmo( "minigun_mp" );
                    self switchToWeapon( "minigun_mp" );
  
                                }
                                wait 0.01;
                        }
                }
                
        }
      
}


spawnBox()
{
        level.mBox = spawn( "script_model", ( 1498.76, 717.474, 2338.125 ) );
        level.mBox setModel( "mp_supplydrop_ally" );
        level.mBox.angles = ( 0, 90, 0 );
    level.Death = spawn( "script_model", ( 1498.76, 962.474, 2338.125 ) );
        level.Death setModel( "mp_supplydrop_ally" );
        level.Death.angles = ( 0, 90, 0 );
        level.mGun = spawn( "script_model", level.mBox.origin );
        level.mGun setModel( GetWeaponModel( "claymore_mp" ) );
        level.mGun.angles = level.mBox.angles + ( 0, 90, 0 );
        level.mGun hide();
}

doVars()
{
    level.using = 0;
        self.usingg = 0;

        level.guns[0] = "aug_mp";
        level.guns[1] = "m16_mp";
        level.guns[2] = "spas_mp";
        level.guns[3] = "famas_mp";
        level.guns[4] = "rpk_mp";
        level.guns[5] = "rpg_mp";
        level.guns[6] = "m72_law_mp";
        level.guns[7] = "commando_mp";
        level.guns[8] = "python_mp";
        level.guns[9] = "ak74u_mp";
        level.guns[10] = "l96a1_mp";
        level.guns[11] = "fnfal_mp";
        level.guns[12] = "cz75_mp";
        level.guns[13] = "spectre_mp";
        level.guns[14] = "hk21_mp";
        level.guns[15] = "crossbow_explosive_mp";
        level.guns[16] = "knife_ballistic_mp";
        level.guns[17] = "m60_mp";
        level.guns[18] = "stoner63_mp";
}
Reply

#2
Nice ! But can you post some screens Tongue ?
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#3
i will but im playin sum wagers right now Smile and i have wii so i cant jus use a screen capture soft ware
kk well im uploading a vid in a min or so i got a bud recording for me
Reply

#4
its to high my friend, when you get there you die
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

Reply

#5
than edit height my freind Troll

it works on wii thats all i know

Reply

#6
(09-12-2011, 01:29)tonymamoni1 Wrote: than edit height my freind Troll

it works on wii thats all i know

Troll so this is only a wii release actually?
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

Reply

#7
doesnt matter if wii, eggsbox or pc. the scripting is the same, just change the height
Reply

#8
//fixed title
Reply

#9
createGreen looks familiar for some odd reason.... lol... just playin
Reply

#10
(09-12-2011, 08:14)d0h! Wrote: doesnt matter if wii, eggsbox or pc. the scripting is the same, just change the height

for the peeps who are lazy ass fuk im going to up date and u can add ur own height instead of changing 100 bunkers Smile
ok update added
Reply



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